Chimera
A town that was painted before it was built. A boy drawn in ink who does not always stay drawn. Somewhere past the chapel, the paint stops.
Anchor stabilized 24 October 2026. This is the record of where the game stands. The record is kept in order.
Where it stands
What is anchored in the packaged build, as far as the record knows. The build is native, on a Mac, and playable from the courtyard to the street. The record has been wrong before and corrected itself.
- Engine
- Unreal Engine 5, since 19 October 2026. Before that the same world was proved in Godot, and before that it was a browser game.
- Look
- Locked on 20 October: ink lines, five value bands, lavender shadows, paper grain, flat painted colour, no global illumination. How it works.
- Places
- The courtyard, the street, Seaside lane, the harbour, Church square and Hill village are built, on one map with no loading. The chapel and Dyers' Steps are being built now. The world.
- People
- Kai and 11 townsfolk, made from two lineup drawings. Each has a name and something to say. A few of them walk routes. The characters.
- Story
- Act I is Havenwood, and Havenwood is what is built. The three acts, the cast and the systems are written. The story, the mechanics.
- Latest build
- Havenwood, 24 October 2026, macOS on Apple Silicon. Six places, eleven residents, title and pause menus, dialogue, and a save that puts you back where you stood.
- Now
- The chapel from the inside, the first door that opens, and Dyers' Steps off the lane. The roadmap.
Recent updates
Each entry is a save point. Touch one and it shows you a frame of something that already happened. All of them.
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The town reaches the sea
Four new places on one map, from the courtyard down the lane to the harbour and up the coast path to the chapel and the hill village. Six more residents, two new names, a save that remembers where you stood, and sea walls that finally stand on rock.
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The first recording
Forty seconds of the packaged build, walking Havenwood from the courtyard to the street and back, with two conversations on the way.
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Five drawn figures, a street, and a packaged build
Every resident in Havenwood is now the drawn version. The street is in. A new Mac build is packaged, and the next batch doubles the town.
Moving
The first recording. A camera followed a drawing around a painting for forty seconds and nobody stopped it. Courtyard, street, arch, well, two conversations. Trimmed at the ends, otherwise as it happened.
It plays on its own and loops. There is no sound in it; the sound is in the navigation.
From the build
Frames from the review rig, which takes the same views after every change so the look can be checked against the day it was accepted. The rig does not know what it is looking at.
Where the people come from
Every figure in the game starts as this drawing. It is taken apart, turned into a shape, and the drawing is put back on as skin. The head and hands are built by hand. They do not remember any of this.
How it got here
Three versions of the same square. The story stayed where it was. Everything around it was replaced, twice. The record calls this iteration.